mobile phone games
closing generation gap with
as creating communities in real-world spaces
for developing countries
as motivational platforms for challenging hobbies
for social innovation
as social motivation platforms
of social participation and volunteer work
Molyneux, Peter
Moses, Edwin
mutual regard
“naches,”
narrative ARGs
Nature
NCAA Football 10,
negative stress
Neolithic era
Nesse, Randolph
Never Saw It Coming (Cerulo)
Neversoft
New Games Book
New Games movement
New Stone Age
Nike+
Ning
Nintendo
Nobel Peace Prize
O’Donnell, Martin
Olympic Games
organizational ARGs
Outliers (Gladwell)
oxytocin
Palo Alto Research Center (PARC)
participation bandwidth
gamers as valuable source of
party games
PDAs
Pearsall, Paul
Peggle
Persuasive Games
Peterson, Christopher
Pew Internet & American Life Project
phasing
Piazza, Alberto
pilot experimentation
“ping,”
planetary simulation games
planet craft
PlayStation 3 (PS3)
Pleasures of Sorrow and Work, The (de Botton)
Plusoneme.com
Polack, Trent
Pong
Popit
Popović, Zoran
Portal
positive psychology
positive stress (eustress)
postconcussion syndrome
posttraumatic bliss
poverty
Prensky, Marc
prosocial emotions
protein-folding games
Putnam, Robert
pwnage
Quest to Learn
Reiss, Allan
resource building
Rigopulos, Alex
Robertson, Margaret
Rock Band 2
Rock Band series
role-playing games
leveling up in
satisfying work in
rules, as game trait
Salen, Katie
Sameshima, Pauline
satisfying work
actionable next steps in
ARGs as turning real world tasks into
blissful productivity of
in casual games
clear goals in
in crowdsourcing and massive collaboration projects
“endgame” payoff in
as fix for reality
in games vs. work in reality
guarantee of productivity in
intrinsic rewards of
leveling up in
in MMORPGs
as pushing to limit of abilities
resource building in
in social network games
types of
unnecessary obstacles in
Schwartz, Aaron B.
Scrabble
Season Showdown
Secrets of the Ancient Games (podcast series)
Seed
seed ATMs
self-help paradox
Seligman, Martin
Selvadurai, Naveen
SETI@home (Search for Extraterrestrial Intelligence at home)
shared intentionality
Shirky, Clay
Shop Class as Soul Craft (Crawford)
Simon, Nina
Sims 3
Sims games
single-player games
casual games as
smart meters
Smithsonian American Art Museum
social connections
ambient sociability and
ARGs and
closing generation gap in
combating loneliness with
community-building games and
in crowd games
in crowdsourcing and massive collaboration projects
eye contact and touch in strengthening of
as fix for reality
forging new relationships vs. strengthening of existing
intrinsic rewards of
introverts and
in massive multiplayer games
in mentoring
in party games
prosocial emotions and
social conjunctions and
social network games and
in social participation tasks (SPTs)
in transitory public sociality
trash-talking and
see also collaboration
social innovation games
social network games and applications
alternate reality
asynchronous gameplay in
dance-offs and dance quests in
in forecasting genre
in global collaboratories
prosocial emotions generated by
satisfying work in
social connectivity in
social innovation
as social motivation platforms
of social participation and volunteer work
trash-talking in
user profiles in
video sharing in
social participation games
crowd mobilization efforts of
empowerment of
for energy conservation
epic wins in
heroic purpose in
social connectivity in
as taking advantage of leading-edge technology
wish-granting
social participation tasks (SPTs)
“social presence,”
sound tracks
Spore
stealth social innovation
Sudnow, David
Suits, Bernard
SuperBetter
supercomputers
“super-empowered hopeful individuals” (SEHIs)
game platform for organizing of
Super Monkey Ball 2
Superstruct
sustainable engagement economy
epic wins as crucial in
Sutton-Smith, Brian
SXSW Interactive
Tapscott, Don
Tarter, Jill
Teaching Digital Natives (Prensky)
teamwork
see also collaboration
ten-thousand-hour theory
Tetris
Texas Hold ‘Em
Theory of Fun for Game Design, A (Koster)
Thompson, Clive
Tomasello, Michael
Tombstone Hold ‘Em
Top Secret Dance-Off
transitory public sociality
trash-talking
Twenge, Jean M.
Twitter
unnecessary obstacles
as fix for reality
Vian, Kathi
vicarious pride
video-sharing sites
Viggers, Peter
Virgin America
Virtual Human Interaction Lab (VHIL)
Viva Piñata
voluntary participation, as game trait
volunteer work, game design for promoting of
WarioWare: Smooth Moves
Wattenberg, Martin
Weiner, Eric
Whole Earth Catalog
Whole Earth Discipline (Brand)
wholehearted participation
in real world, through games
Why We Cooperate (Tomasello)
Wikia
Wikinomics (Tapscott and Williams)
Wikipedia
game-like structure of
Williams, Anthony
Willison,
Simon
World Bank
World Bank Institute
world-changing games
World of Warcraft
actionable next steps and guarantee of productivity in
ambient sociability in
leveling up in
positive feedback in
“resting bonuses” in
satisfying work in
unprecedented popularity of
World Without Oil
WoWWiki
Wright, Will
Xbox
Yalom, Irvin D.
Yee, Nick
Youth Venture
YouTube
Yudkowsky, Eliezer
Reality Is Broken: Why Games Make Us Better and How They Can Change the World Page 43